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Posted
4 hours ago, ExquisiteLemon said:

Ok,  I've got everything running smoothly now, cleaned the plugins Dyndolod asked me too and ran the tool fine.  Only problem remaining is that Dyndolod is causing CTD on startup.  I checked my persistent reference count and it was about 335,000 total, which seems to be fine.

Here are some interesting lines from the crash logger;

Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF728198090 SkyrimSE.exe+0198090    mov rax, [rcx+0x30]

PROBABLE CALL STACK:
    [0] 0x7FF728198090 SkyrimSE.exe+0198090 -> 14371+0x10    mov rax, [rcx+0x30]
    [1] 0x7FF728299050 SkyrimSE.exe+0299050 -> 19507+0x5A0    test al, al
    [2] 0x7FF728638795 SkyrimSE.exe+0638795 -> 37791+0x25    mov rax, [rbx]
    [3] 0x7FF7285F0F47 SkyrimSE.exe+05F0F47 -> 36630+0xD7    mov rax, [0x00007FF72AFC1B78]
    [4] 0x7FF7285E9364 SkyrimSE.exe+05E9364 -> 36553+0x3E4    mov rcx, [0x00007FF729F58138]
    [5] 0x7FF7285F285C SkyrimSE.exe+05F285C -> 36644+0x1C    xor eax, eax
    [6] 0x7FF728C45E4D SkyrimSE.exe+0C45E4D -> 68445+0x3D    mov rcx, [0x00007FF72B006898]
    [7] 0x7FF8924C257D KERNEL32.DLL+001257D
    [8] 0x7FF893E2AF28    ntdll.dll+005AF28
 

PLUGINS:
    Light: 0    Regular: 0    Total: 0

I can upload the whole thing if you want it.

SKSE logs did not say anything.  I did get some errors about duplicate lods when running Dyndolod, but in my experience with running the tool before this has never caused any issues before, especially since my load order is exactly the same as it was before when running Dyndolod 3.0 previously.

Edit: The problem seems to be tied to some sort of issue with Requiems Reqtificator having Dynodlod.esm as a master, Ill follow up on this after more troubleshooting

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.

Always upload the entire log, do not trim or post only a few lines.

https://dyndolod.info/Generation-Instructions#Prerequisites
Finalize the load order. Install mods and their requirements. Sort and resolve conflicts.
...
Typically create all other patches first. Especially all patches affecting exterior worldspaces in any way should be done before generating LOD.

Generated DynDOLOD patch plugins should be required by other plugins other than Occlusion.esp. The DynDOLOD LOD patch should never be patched itself. Something is going or done wrong if this happens.

The crash log shows Light: 0   Regular: 0   Total: 0
The game can not work work without any game plugin like Skyim.esm etc.

This might be missing master or not having BEES installed.

 

Posted
1 hour ago, Soulmancer said:

I tried to run Dyndolod Alpha .173 x64 but I got an Assertion failure (E:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 8480)

Here is the bug report log. https://paste.ee/p/EVyLv

here is the DynDOLOD_SSE_log.txt https://paste.ee/p/NmRzC

Debug log is here. https://drive.google.com/file/d/1hGt9AP4_VHPNw21XIMxkutKxWGKQiZUf/view?usp=sharing

Never experienced this before but running again to see if it's repeatable. I did check xEdit for errors and can't see an issue I've not addressed

EDIT: re-ran and the had the same error again.

https://dyndolod.info/Installation-Instructions
Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\. See Updating how to update existing installation and save games.

Follow https://dyndolod.info/Updating#New-DynDOLOD-Version to rename the old installation folder first, then generate from scratch instead of trying to update existing DynDOLOD output:
If updating of the TexGen output or DynDOLOD output is desired for a new DynDOLOD version, typically generate and update from scratch:

  • Remove or backup old TexGen output, old DynDOLOD output
  • Run TexGen and install its output as explained on the generation instructions.
  • Run DynDOLOD and install its output as explained on the generation instructions.

In case any of the updating instructions below are unsuccessful, also generate from scratch.

This can cause CTD in the game and would be one of the things to fix when error checking the load order with xEdit:
<Warning: Found a NULL reference, expected: ACTI,ADDN,ALCH,AMMO,APPA,ARMA,ARMO,ARTO,ASPC,BOOK,CONT,DOOR,FLOR,FURN,GRAS,IDLM,INGR,KEYM,LIGH,LVLC,LVLN,MISC,MSTT,SCRL,SLGM,SNDR,SOUN,SPEL,STAT,TACT,TREE,TXST,WEAP Errors Fix.esp [REFR:66015749] (places NULL - Null Reference [00000000] in GRUP Cell Temporary Children of BleakwindBasinExterior01 [CELL:000099A2] (in Tamriel "Skyrim" [WRLD:0000003C] at 0,0))>

If problem persist with new and clean installation and generating new output from scratch, upload new DynDOLOD log and debug log and bugreport.txt if it exists.

Posted
9 hours ago, sheson said:

https://dyndolod.info/Installation-Instructions
Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\. See Updating how to update existing installation and save games.

Follow https://dyndolod.info/Updating#New-DynDOLOD-Version to rename the old installation folder first, then generate from scratch instead of trying to update existing DynDOLOD output:
If updating of the TexGen output or DynDOLOD output is desired for a new DynDOLOD version, typically generate and update from scratch:

  • Remove or backup old TexGen output, old DynDOLOD output
  • Run TexGen and install its output as explained on the generation instructions.
  • Run DynDOLOD and install its output as explained on the generation instructions.

In case any of the updating instructions below are unsuccessful, also generate from scratch.

This can cause CTD in the game and would be one of the things to fix when error checking the load order with xEdit:
<Warning: Found a NULL reference, expected: ACTI,ADDN,ALCH,AMMO,APPA,ARMA,ARMO,ARTO,ASPC,BOOK,CONT,DOOR,FLOR,FURN,GRAS,IDLM,INGR,KEYM,LIGH,LVLC,LVLN,MISC,MSTT,SCRL,SLGM,SNDR,SOUN,SPEL,STAT,TACT,TREE,TXST,WEAP Errors Fix.esp [REFR:66015749] (places NULL - Null Reference [00000000] in GRUP Cell Temporary Children of BleakwindBasinExterior01 [CELL:000099A2] (in Tamriel "Skyrim" [WRLD:0000003C] at 0,0))>

If problem persist with new and clean installation and generating new output from scratch, upload new DynDOLOD log and debug log and bugreport.txt if it exists.

I did fix the NULL error record, and have now made sure the new version of dyndolod has been extracted to an empty and benign folder.   I was trying to update existing plugins and I made sure I wiped the output folder of everything except the Dyndolod.esp, Dyndolod.esm and Occlusion.esp. 

I thought it's because my Dyndolod output generation was pointing into my active MO2 mod list so I tried changing the output destination to an empty folder outside of my mod folder.   

After this it is still hitting on the same assertion error.  I am also using the latest Dyndolod Resources and Dyndolod DLL NG.  There were no issues generating TexGen.

I'll try generating the output from scratch next time to see if it's the same result but updating the plugins is preferable.   I believe the last time I created Dyndlod from scratch was in .169

Posted

Hello! This is the error I'm getting. I've attached my load order as well. I've made sure I have the most current versions of DynDOLOD and the Resource pack, as well as DynDOLOD DLL. 

 

[00:08] Background Loader: finished
Loading configuration files
    C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_skyrimesm.txt
    C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_alpha_skyrimesm.txt
    C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_skyrimesm.txt
    C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_dawnguardesm.txt
    C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_dawnguardesm.txt
    C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_dragonbornesm.txt
    C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_dragonbornesm.txt
    C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_waterforenbesm.txt
    C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_waterforenbesm.txt
Game: C:\SteamLibrary\steamapps\common\Skyrim Special Edition\SkyrimSE.exe, Version: 1.6.1170, Date: 2024-05-27 13:30:19
SKSE: C:\SteamLibrary\steamapps\common\Skyrim Special Edition\skse64_loader.exe, Version: 2.2.6, Date: 2024-01-17 13:11:36
PapyrusUtil DLL: C:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\PapyrusUtil.DLL, Version: 4.6, Game Version: 1.6.1170, Date: 2024-01-18 21:36:10
DynDOLOD DLL: C:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\DynDOLOD.DLL, Version: 3.0.29.1130, Game Version: SE/AE 1.6.1130+, Date: 2024-05-19 18:00:00
Item not found
Error: Item not found.
The message dialog has been copied to the clipboard
 

 

https://paste.ee/p/3NHqG

Posted (edited)
10 hours ago, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.

Always upload the entire log, do not trim or post only a few lines.

https://dyndolod.info/Generation-Instructions#Prerequisites
Finalize the load order. Install mods and their requirements. Sort and resolve conflicts.
...
Typically create all other patches first. Especially all patches affecting exterior worldspaces in any way should be done before generating LOD.

Generated DynDOLOD patch plugins should be required by other plugins other than Occlusion.esp. The DynDOLOD LOD patch should never be patched itself. Something is going or done wrong if this happens.

The crash log shows Light: 0   Regular: 0   Total: 0
The game can not work work without any game plugin like Skyim.esm etc.

This might be missing master or not having BEES installed.

 

So for whatever reason, the current Dyndolod.esm does not seem to be compatible with the current release of Requiem.  Specifically, Requiemfortheindifferent.esp. After removing Dyndolod_Output from load order and re running the patcher, and then re installing Dyndolod_Output, the game works fine, no more CTD and Dyndolod is working as intended in game.

 

I don’t really know the specifics of why the Requiem patcher no longer works with Dyndolod for me at least, but that is what I have narrowed down my CTD on launch too.

 

I would like to say thank you for all the helpful links and advice for trouble shooting,  the new kids generated with LodGen look phenomenal.

Edited by ExquisiteLemon
Posted
4 hours ago, Soulmancer said:

I did fix the NULL error record, and have now made sure the new version of dyndolod has been extracted to an empty and benign folder.   I was trying to update existing plugins and I made sure I wiped the output folder of everything except the Dyndolod.esp, Dyndolod.esm and Occlusion.esp. 

I thought it's because my Dyndolod output generation was pointing into my active MO2 mod list so I tried changing the output destination to an empty folder outside of my mod folder.   

After this it is still hitting on the same assertion error.  I am also using the latest Dyndolod Resources and Dyndolod DLL NG.  There were no issues generating TexGen.

I'll try generating the output from scratch next time to see if it's the same result but updating the plugins is preferable.   I believe the last time I created Dyndlod from scratch was in .169

https://dyndolod.info/Generation-Instructions
Select a dedicated output path. The dedicated output path should be outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game or any mod manager folders.

Posted
14 hours ago, GerithorDunedain said:

Hello! This is the error I'm getting. I've attached my load order as well. I've made sure I have the most current versions of DynDOLOD and the Resource pack, as well as DynDOLOD DLL. 

 

[00:08] Background Loader: finished
Loading configuration files
    C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_skyrimesm.txt
    C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_alpha_skyrimesm.txt
    C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_skyrimesm.txt
    C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_dawnguardesm.txt
    C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_dawnguardesm.txt
    C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_dragonbornesm.txt
    C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_dragonbornesm.txt
    C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_waterforenbesm.txt
    C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_waterforenbesm.txt
Game: C:\SteamLibrary\steamapps\common\Skyrim Special Edition\SkyrimSE.exe, Version: 1.6.1170, Date: 2024-05-27 13:30:19
SKSE: C:\SteamLibrary\steamapps\common\Skyrim Special Edition\skse64_loader.exe, Version: 2.2.6, Date: 2024-01-17 13:11:36
PapyrusUtil DLL: C:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\PapyrusUtil.DLL, Version: 4.6, Game Version: 1.6.1170, Date: 2024-01-18 21:36:10
DynDOLOD DLL: C:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\DynDOLOD.DLL, Version: 3.0.29.1130, Game Version: SE/AE 1.6.1130+, Date: 2024-05-19 18:00:00
Item not found
Error: Item not found.
The message dialog has been copied to the clipboard
 

 

https://paste.ee/p/3NHqG

Moved to the DynDOLOD 3 thread.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Links which entire TexGen log and debug log to upload when making posts.

Was there not a link Click on this link for additional explanations and help for this message with the message that opens https://dyndolod.info/Messages/Exceptions#Item-not-found

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions

Posted
9 hours ago, sheson said:

https://dyndolod.info/Generation-Instructions
Select a dedicated output path. The dedicated output path should be outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game or any mod manager folders.

The output I pathed to e:\DynDOLOD_Output\

The process completes successfully if I build from scratch :) but I still get the same assertion error if I try to update using the old plugins :( 

EDIT: don't know if this is relevant, but according to the date stamp it seems to be finishing updating the Occlusion and Dyndolod ESPs according to the date modified stamp and creating the meshes and textures...  but it is not updating the Dydolod.ESM or creating the SKSE folder.

Posted
14 hours ago, ExquisiteLemon said:

So for whatever reason, the current Dyndolod.esm does not seem to be compatible with the current release of Requiem.  Specifically, Requiemfortheindifferent.esp. After removing Dyndolod_Output from load order and re running the patcher, and then re installing Dyndolod_Output, the game works fine, no more CTD and Dyndolod is working as intended in game.

I don’t really know the specifics of why the Requiem patcher no longer works with Dyndolod for me at least, but that is what I have narrowed down my CTD on launch too.

I would like to say thank you for all the helpful links and advice for trouble shooting,  the new kids generated with LodGen look phenomenal.

If the load order changes, automatically generated patch plugins may become out of date and need to be generated again.

Posted
5 hours ago, Soulmancer said:

The output I pathed to e:\DynDOLOD_Output\

The process completes successfully if I build from scratch :) but I still get the same assertion error if I try to update using the old plugins :( 

EDIT: don't know if this is relevant, but according to the date stamp it seems to be finishing updating the Occlusion and Dyndolod ESPs according to the date modified stamp and creating the meshes and textures...  but it is not updating the Dydolod.ESM or creating the SKSE folder.

Updating, especially across versions changes is not guaranteed to work. Is there an error updating output that was generated with the same version?

Posted
7 hours ago, sheson said:

Updating, especially across versions changes is not guaranteed to work. Is there an error updating output that was generated with the same version?

Understandable.  I had not tried updating with same version, but I will in the future. I have read instructions for updating on an existing save. Does the same apply to generating from scratch?

I guess my concern there is wont the exclusive dyndolod form IDs be different when creating from scratch?  … On an existing save isn’t that bad? akin to compacting form records to ESL flag a plugin mid save?

Posted
7 minutes ago, Soulmancer said:

Understandable.  I had not tried updating with same version, but I will in the future. I have read instructions for updating on an existing save. Does the same apply to generating from scratch?

I guess my concern there is wont the exclusive dyndolod form IDs be different when creating from scratch?  … On an existing save isn’t that bad? akin to compacting form records to ESL flag a plugin mid save?

https://dyndolod.info/Help/Clean-Save
The DynDOLOD plugins or the Occlusion.esp itself are very simple and mostly self contained. That means removing and/or updating does not have any known ill-effects, if following the below procedure.
The clean procedure only needs to be done if generating new DynDOLOD output from scratch (in case a 3rd party plugin that is a master in a DynDOLOD plugin has been removed for example) or when switching from PapyrusUtil to DynDOLOD DLL or vice versa for an existing save game.
There is no need for a clean save when updating existing DynDOLOD plugins and/or Occlusion.esp.

Posted (edited)

The newest version's changelog says: fixed an item not found error

The problem is that this is what I have with TexGen:

[05:06] [GetRequiredBillboards] <Debug: Processing Update.esm SnowGrass02 [GRAS:000F17FE]>
[05:06] [GetRequiredBillboards] <Debug: Ignoring Meshes\landscape\grass\rockgrasswater01.nif bounds volume 0, height 0 Update.esm RockGrassWater01 [GRAS:000F871D]>
[05:06] [GetRequiredBillboards] <Debug: Processing Update.esm SnowGrass01Light [GRAS:000F17FD]>
[05:06] [GetRequiredBillboards] <Debug: Processing Update.esm SnowGrass01Forest [GRAS:000BC025]>
[05:06] [GetRequiredBillboards] <Debug: Processing Update.esm WaterCoralGrass01 [GRAS:0007AACC]>
[05:06] [GetRequiredBillboards] <Debug: Ignoring Meshes\landscape\grass\watercoralgrass01.nif bounds volume 155.261077880859, height 86 Update.esm WaterCoralGrass01 [GRAS:0007AACC]>
[05:06] [AddModel] <Debug: Meshes\landscape\grass\fieldgrassflowers02.nif FieldGrassFlowers17:0 Shader Flags 1: Vertex_Alpha | Recieve_Shadows | Cast_Shadows | Own_Emit | Remappable_Textures | ZBuffer_Test Update.esm FieldGrass02 [GRAS:001098CA]>
[05:06] [AddModel] <Debug: Meshes\landscape\grass\fieldgrassflowers02.nif FieldGrassFlowers17:0 Shader Flags 2: ZBuffer_Write | Double_Sided | Vertex_Colors | EnvMap_Light_Fade Update.esm FieldGrass02 [GRAS:001098CA]>
[05:06] [AddModel] <Debug: Meshes\landscape\grass\snowgrass02.nif SnowGrass02:0 Shader Flags 1: Vertex_Alpha | Recieve_Shadows | Cast_Shadows | Own_Emit | Remappable_Textures | ZBuffer_Test Update.esm SnowGrass02 [GRAS:000F17FE]>
[05:06] [AddModel] <Debug: Meshes\landscape\grass\snowgrass02.nif SnowGrass02:0 Shader Flags 2: ZBuffer_Write | Double_Sided | Vertex_Colors | EnvMap_Light_Fade Update.esm SnowGrass02 [GRAS:000F17FE]>
[05:06] [AddModel] <Debug: Meshes\landscape\grass\snowgrass01.nif SnowGrass01:0 Shader Flags 1: Vertex_Alpha | Recieve_Shadows | Cast_Shadows | Own_Emit | Remappable_Textures | ZBuffer_Test Update.esm SnowGrass01Light [GRAS:000F17FD]>
[05:06] [AddModel] <Debug: Meshes\landscape\grass\snowgrass01.nif SnowGrass01:0 Shader Flags 2: ZBuffer_Write | Double_Sided | Vertex_Colors | EnvMap_Light_Fade Update.esm SnowGrass01Light [GRAS:000F17FD]>
Item not found
[06:00] 00000000 ???                                         
0104c2e7 TexGenx64.exe DynDOLODResourceStrings   930 dynMessageDialog
00fca699 TexGenx64.exe xeMainForm               4920 TfrmMain.DoGenerateLOD
0102af78 TexGenx64.exe xeMainForm              17745 TfrmMain.tmrGeneratorTimer
007c0080 TexGenx64.exe Vcl.ExtCtrls                  TTimer.Timer
007bfea8 TexGenx64.exe Vcl.ExtCtrls                  TTimer.WndProc
005e49f3 TexGenx64.exe System.Classes                StdWndProc
6fffff63 user32.dll                                  DispatchMessageW
0085f65e TexGenx64.exe Vcl.Forms                     TApplication.ProcessMessage
0085f6d3 TexGenx64.exe Vcl.Forms                     TApplication.HandleMessage
0085fb2a TexGenx64.exe Vcl.Forms                     TApplication.Run
01d46eb0 TexGenx64.exe DynDOLOD                  184 initialization
6fffffed kernel32.dll                                BaseThreadInitThunk
6ffffff4 ntdll.dll                                   RtlUserThreadStart
Item not found
Error: Item not found.
[06:01] [TMessageDialog.Dialog] <Debug: Creating TTaskDialog>
[06:01] [TMessageDialog.Dialog] <Debug: [TMessageDialog.Dialog] Executing TTaskDialog>
[06:07] [TMessageDialog.Dialog] <Debug: Gathering>
User says "Exit TexGen"
Forced

LINK to the log files.

I tried some cleaning mods etc. but nothing really impacts the thing. 

The folder is new, no overwritten old version. The modlist is also new.

Also tried it a few times and sometimes it says "DATA - DATA" after "item not found"

Edited by Morti
Posted
2 hours ago, Morti said:

The newest version's changelog says: fixed an item not found error

The problem is that this is what I have with TexGen:

[05:06] [GetRequiredBillboards] <Debug: Processing Update.esm SnowGrass02 [GRAS:000F17FE]>
[05:06] [GetRequiredBillboards] <Debug: Ignoring Meshes\landscape\grass\rockgrasswater01.nif bounds volume 0, height 0 Update.esm RockGrassWater01 [GRAS:000F871D]>
[05:06] [GetRequiredBillboards] <Debug: Processing Update.esm SnowGrass01Light [GRAS:000F17FD]>
[05:06] [GetRequiredBillboards] <Debug: Processing Update.esm SnowGrass01Forest [GRAS:000BC025]>
[05:06] [GetRequiredBillboards] <Debug: Processing Update.esm WaterCoralGrass01 [GRAS:0007AACC]>
[05:06] [GetRequiredBillboards] <Debug: Ignoring Meshes\landscape\grass\watercoralgrass01.nif bounds volume 155.261077880859, height 86 Update.esm WaterCoralGrass01 [GRAS:0007AACC]>
[05:06] [AddModel] <Debug: Meshes\landscape\grass\fieldgrassflowers02.nif FieldGrassFlowers17:0 Shader Flags 1: Vertex_Alpha | Recieve_Shadows | Cast_Shadows | Own_Emit | Remappable_Textures | ZBuffer_Test Update.esm FieldGrass02 [GRAS:001098CA]>
[05:06] [AddModel] <Debug: Meshes\landscape\grass\fieldgrassflowers02.nif FieldGrassFlowers17:0 Shader Flags 2: ZBuffer_Write | Double_Sided | Vertex_Colors | EnvMap_Light_Fade Update.esm FieldGrass02 [GRAS:001098CA]>
[05:06] [AddModel] <Debug: Meshes\landscape\grass\snowgrass02.nif SnowGrass02:0 Shader Flags 1: Vertex_Alpha | Recieve_Shadows | Cast_Shadows | Own_Emit | Remappable_Textures | ZBuffer_Test Update.esm SnowGrass02 [GRAS:000F17FE]>
[05:06] [AddModel] <Debug: Meshes\landscape\grass\snowgrass02.nif SnowGrass02:0 Shader Flags 2: ZBuffer_Write | Double_Sided | Vertex_Colors | EnvMap_Light_Fade Update.esm SnowGrass02 [GRAS:000F17FE]>
[05:06] [AddModel] <Debug: Meshes\landscape\grass\snowgrass01.nif SnowGrass01:0 Shader Flags 1: Vertex_Alpha | Recieve_Shadows | Cast_Shadows | Own_Emit | Remappable_Textures | ZBuffer_Test Update.esm SnowGrass01Light [GRAS:000F17FD]>
[05:06] [AddModel] <Debug: Meshes\landscape\grass\snowgrass01.nif SnowGrass01:0 Shader Flags 2: ZBuffer_Write | Double_Sided | Vertex_Colors | EnvMap_Light_Fade Update.esm SnowGrass01Light [GRAS:000F17FD]>
Item not found
[06:00] 00000000 ???                                         
0104c2e7 TexGenx64.exe DynDOLODResourceStrings   930 dynMessageDialog
00fca699 TexGenx64.exe xeMainForm               4920 TfrmMain.DoGenerateLOD
0102af78 TexGenx64.exe xeMainForm              17745 TfrmMain.tmrGeneratorTimer
007c0080 TexGenx64.exe Vcl.ExtCtrls                  TTimer.Timer
007bfea8 TexGenx64.exe Vcl.ExtCtrls                  TTimer.WndProc
005e49f3 TexGenx64.exe System.Classes                StdWndProc
6fffff63 user32.dll                                  DispatchMessageW
0085f65e TexGenx64.exe Vcl.Forms                     TApplication.ProcessMessage
0085f6d3 TexGenx64.exe Vcl.Forms                     TApplication.HandleMessage
0085fb2a TexGenx64.exe Vcl.Forms                     TApplication.Run
01d46eb0 TexGenx64.exe DynDOLOD                  184 initialization
6fffffed kernel32.dll                                BaseThreadInitThunk
6ffffff4 ntdll.dll                                   RtlUserThreadStart
Item not found
Error: Item not found.
[06:01] [TMessageDialog.Dialog] <Debug: Creating TTaskDialog>
[06:01] [TMessageDialog.Dialog] <Debug: [TMessageDialog.Dialog] Executing TTaskDialog>
[06:07] [TMessageDialog.Dialog] <Debug: Gathering>
User says "Exit TexGen"
Forced

LINK to the log files.

I tried some cleaning mods etc. but nothing really impacts the thing. 

The folder is new, no overwritten old version. The modlist is also new.

Also tried it a few times and sometimes it says "DATA - DATA" after "item not found"

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which bugreport.txt to also upload.

https://dyndolod.info/Messages/Exceptions#Item-not-found

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